package com.bowlong.net.proto.gen.proto.demo;

import java.util.*;
import com.bowlong.io.*;
import com.bowlong.net.proto.gen.*;

import static com.bowlong.net.proto.gen.B2G.DATA;
import static com.bowlong.net.proto.gen.B2G.SHEET;
import static com.bowlong.net.proto.gen.B2G.SHEET_ROW;

@B2Class(namespace = "pbs")
public class CohDB {
    public static void main(String[] args) throws Exception {
        Class<?> c = CohDB.class;
        boolean src = FileEx.exists("src");
        Bio2GJava.b2g(c, src);
        Bio2GCSharp.b2g(c, src);
    }

    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "TownhallLevel")
    class TownhallLevel {
        public int ID; // "ID"
        public int Lvl; // "主城等级"
        public String Type; // "限制类型"
        public int Wid; // "内容中的物体ID"
        public int Num; // "数目"
        public int Wgid; // "内容中的物体Gid"
    }

    @B2Class(type = DATA, sheetName="townhall_levels", sheetType = SHEET, remark = "TownhallLevels")
    class TownhallLevels {
        public List<TownhallLevel> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Building")
    class Building {
        public int ID; // "ID"
        public String Tid; // "文字ID"
        public int GID; // "类型ID"
        public String Name; // "名字"
        public int Lvl; // "建筑等级"
        public String InfoTID; // "说明文字"
        public String BuildingClass; // "建筑类型"
        public String SWF; // "建筑资源"
        public String ExportName; // "输出名字"
        public int BuildTimeD; // "花费时间D"
        public int BuildTimeH; // "花费时间H"
        public int BuildTimeM; // "花费时间M"
        public String BuildResource; // "使用资源类型"
        public int BuildCost; // "花费资源数"
        public int TownHallLevel; // "需要城镇等级"
        public int Width; // "建筑占地宽"
        public int Height; // "建筑占地高"
        public String ExportNameBuildAnim; // "建筑动画输出名字"
        public int MaxStoredGold; // "储存金币"
        public int MaxStoredElixir; // "储存水"
        public boolean Bunker; // "接受捐助"
        public int HousingSpace; // "住房空间"
        public String ProducesResource; // "生产资源类型"
        public int ResourcePerHour; // "每小时产量"
        public int ResourceMax; // "资源最大容量"
        public int ResourceIconLimit; // "显示可采集图标资源数"
        public int UnitProduction; // "队列空间"
        public boolean Hero; // "是否英雄王座"
        public int BoostCost; // "加速花费"
        public int Hitpoints; // "建筑生命"
        public int RegenTime; // "恢复时间"
        public int AttackRange; // "攻击范围"
        public boolean AltAttackMode; // "备用攻击模式"
        public int AltAttackRange; // "特殊攻击范围"
        public int AttackSpeed; // "攻击速度"
        public int Damage; // "攻击力"
        public boolean RandomHitPosition; // "随机攻击位置"
        public String DestroyEffect; // "建筑被摧毁后音效"
        public String AttackEffect; // "攻击使用效果"
        public String HitEffect; // "命中使用效果"
        public String Projectile; // "子弹使用效果"
        public String ExportNameDamaged; // "被损坏后的造型"
        public int BuildingW; // "建筑宽"
        public int BuildingH; // "建筑高"
        public boolean AirTargets; // "是否攻击空中目标"
        public boolean GroundTargets; // "是否攻击地面目标"
        public int MinAttackRange; // "最小攻击范围"
        public int DamageRadius; // "攻击波及半径"
        public boolean PushBack; // "击退效果"
        public String PickUpEffect; // "拿起音效"
        public String PlacingEffect; // "点中音效"
        public double HeroStats; // "英雄属性加成"
        public boolean InShops; // "是否在商店中显示"
    }

    @B2Class(type = DATA, sheetName="buildings", sheetType = SHEET, remark = "Buildings")
    class Buildings {
        public List<Building> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Character")
    class Character {
        public int ID; // "ID"
        public String Tid; // "文字ID"
        public String Name; // "名字"
        public String SWF; // "动画"
        public int HousingSpace; // "占人口"
        public int HeroSeatLevel; // "需要王座等级"
        public int Speed; // "速度"
        public int TrainingTime; // "建造时间"
        public String TrainingResource; // "花费资源类型"
        public int TrainingCost; // "花费资源数"
        public int AttackRange; // "攻击距离"
        public int AttackSpeed; // "攻击速度"
        public int PreferedTargetDamageMod; // "特殊伤害倍数"
        public int DamageRadius; // "伤害波及半径"
        public String MinIcon; // "小图标"
        public String Icon; // "图标"
        public String BigIcon; // "大图标"
        public String Projectile; // "使用弹药"
        public String PreferedTargetBuilding; // "优先攻击建筑类型"
        public String DeployEffect; // "部署音效"
        public String AttackEffect; // "攻击音效"
        public String HitEffect; // "挨打音效"
        public boolean IsFlying; // "是否飞行"
        public boolean AirTargets; // "对空攻击"
        public boolean GroundTargets; // "对地攻击"
        public int AttackCount; // "攻击后消失"
        public String DieEffect; // "死亡音效"
        public String Animation; // "动画"
        public int AttackType; // "攻击类型"
        public String InfoTID; // "说明文字"
        public String AbbreviationIcon; // "兵种简称图片"
    }

    @B2Class(type = DATA, sheetName="characters", sheetType = SHEET, remark = "Characters")
    class Characters {
        public List<Character> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Obstacle")
    class Obstacle {
        public int ID; // "ID"
        public String Tid; // "文字ID"
        public String Name; // "名字"
        public String SWF; // "动画"
        public String ExportName; // "输出名字"
        public int ClearTimeSeconds; // "清除所需时间"
        public int Width; // "宽"
        public int Height; // "高"
        public String Resource; // "资源类型"
        public boolean Passable; // "可以穿越"
        public String ClearResource; // "清理花费资源类型"
        public int ClearCost; // "清理花费资源数"
        public String LootResource; // "获得资源类型"
        public int LootCount; // "获得资源数"
        public String ClearEffect; // "点击1个全体清理"
        public String PickUpEffect; // "拿起音效"
        public int RespawnWeight; // "重生的概率"
        public int Renascence; // "是否会重生"
    }

    @B2Class(type = DATA, sheetName="obstacles", sheetType = SHEET, remark = "Obstacles")
    class Obstacles {
        public List<Obstacle> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Deco")
    class Deco {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public String SWF; // "动画"
        public String BuildResource; // "购买花费资源类型"
        public int BuildCost; // "花费资源数目"
        public int RequiredExpLevel; // "购买需要等级"
        public int MaxCount; // "最大购买数目"
        public int Width; // "宽"
        public int Height; // "高"
    }

    @B2Class(type = DATA, sheetName="decos", sheetType = SHEET, remark = "Decos")
    class Decos {
        public List<Deco> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Effect")
    class Effect {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Sound; // "调用声音"
        public String Info; // "说明"
    }

    @B2Class(type = DATA, sheetName="effects", sheetType = SHEET, remark = "Effects")
    class Effects {
        public List<Effect> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Trap")
    class Trap {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public String InfoTid; // "文字说明"
        public String SWF; // "动画"
        public int Damage; // "伤害值"
        public int DamageRadius; // "伤害半径"
        public int TriggerRadius; // "触发半径"
        public int Width; // "宽"
        public int Height; // "高"
        public String Effect; // "音效1"
        public String Effect2; // "音效2"
        public String DamageEffect; // "伤害音效"
        public boolean Passable; // "是否能穿过"
        public String BuildResource; // "消耗资源类型"
        public int BuildCost; // "消耗资源数"
        public boolean EjectVictims; // "弹出屏幕"
        public int EjectHousingLimit; // "攻击人数上限"
        public String ExportNameTriggered; // "ExportNameTriggered"
        public int ActionFrame; // "ActionFrame"
        public String PickUpEffect; // "拿起音效"
        public String PlacingEffect; // "放下音效"
        public String AppearEffect; // "出现音效"
        public boolean AirTrigger; // "攻击空中"
        public boolean GroundTrigger; // "攻击地面"
        public int TownHallLevel; // "需要城堡等级"
    }

    @B2Class(type = DATA, sheetName="traps", sheetType = SHEET, remark = "Traps")
    class Traps {
        public List<Trap> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Text")
    class Text {
        public int ID; // "ID"
        public String Tid; // "文字ID"
        public String EN; // "英语"
        public String CN; // "中文"
    }

    @B2Class(type = DATA, sheetName="texts", sheetType = SHEET, remark = "Texts")
    class Texts {
        public List<Text> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Animation")
    class Animation {
        public int ID; // "ID"
        public String Tid; // "文字ID"
        public String Name; // "名字"
        public boolean HasDirections; // "是否有方向"
        public int VariationWeight; // "VariationWeight"
        public int ActionFrame; // "变量"
        public String ExportName; // "输出名字"
        public boolean Looping; // "是否循环播放"
    }

    @B2Class(type = DATA, sheetName="animations", sheetType = SHEET, remark = "Animations")
    class Animations {
        public List<Animation> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "ExperienceLevel")
    class ExperienceLevel {
        public int ID; // "ID"
        public String Name; // "等级名字"
        public int ExpPoints; // "需要经验"
        public int CardBag; // "卡包数"
        public int DiamondsReward; // "赠送钻石数"
    }

    @B2Class(type = DATA, sheetName="experience_levels", sheetType = SHEET, remark = "ExperienceLevels")
    class ExperienceLevels {
        public List<ExperienceLevel> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "BillingPackage")
    class BillingPackage {
        public int ID; // "ID"
        public String Identification; // "渠道产品唯一标识"
        public String Tid; // "文字ID"
        public boolean InShops; // "是否上架"
        public int Diamonds; // "钻石数"
        public int USD; // "价格"
        public String Icon; // "图标名"
        public String Channel; // "渠道"
        public String InfoTID; // "说明文字"
    }

    @B2Class(type = DATA, sheetName="billing_packages", sheetType = SHEET, remark = "BillingPackages")
    class BillingPackages {
        public List<BillingPackage> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "ResourcePack")
    class ResourcePack {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public String Resource; // "资源类型"
        public int CapacityPercentage; // "购买百分比"
        public String IconSwf; // "图标"
        public String IconExportName; // "图标名字"
    }

    @B2Class(type = DATA, sheetName="resource_packs", sheetType = SHEET, remark = "ResourcePacks")
    class ResourcePacks {
        public List<ResourcePack> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Resource")
    class Resource {
        public int ID; // "ID"
        public String Name; // "名字"
        public String TID; // "文字ID"
        public String SWF; // "动画"
        public String CollectEffect; // "收集音效"
        public String ResourceIconExportName; // "资源图标名字"
        public String StealEffect; // "抢夺音效"
        public Boolean PremiumCurrency; // "是否充值货币"
        public String HudInstanceName; // "图标名字"
        public String CapFullTid; // "装满图标"
        public int TextRed; // "红色"
        public int TextGreen; // "绿色"
        public int TextBlue; // "蓝色"
    }

    @B2Class(type = DATA, sheetName="resources", sheetType = SHEET, remark = "Resources")
    class Resources {
        public List<Resource> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Shield")
    class Shield {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public String InfoTid; // "说明文字"
        public int TimeH; // "保护时间"
        public int Diamonds; // "价格"
        public String IconSWF; // "动画"
        public String IconExportName; // "图标名字"
        public int CooldownS; // "CD时间"
    }

    @B2Class(type = DATA, sheetName="shields", sheetType = SHEET, remark = "Shields")
    class Shields {
        public List<Shield> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Achievement")
    class Achievement {
        public int ID; // "ID"
        public String NextID; // "开启ID"
        public String Tid; // "文字ID"
        public int Action; // "任务类型"
        public String ActionData; // "任务需要条件ID"
        public int ActionCount; // "任务需要数目"
        public int Reward; // "任务奖励类型"
        public int RewardID; // "任务奖励子ID"
        public int RewardCount; // "任务奖励数量"
        public int Open; // "初始是否开启"
        public int SortingMark; // "任务排序标示"
        public boolean DailyTasks; // "是否每日任务"
    }

    @B2Class(type = DATA, sheetName="achievements", sheetType = SHEET, remark = "Achievements")
    class Achievements {
        public List<Achievement> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "CopiesChapter")
    class CopiesChapter {
        public int ID; // "ID"
        public String Tid; // "文本名字"
        public String Name; // "名字"
        public String Icon; // "图标"
        public int Type; // "类型"
        public String Info; // "说明"
        public int NextChapterID; // "开启下一章ID"
        public String Forgrade; // "适合等级"
        public boolean AlwaysUnlocked; // "初始就解锁"
    }

    @B2Class(type = DATA, sheetName="copies_chapter", sheetType = SHEET, remark = "CopiesChapters")
    class CopiesChapters {
        public List<CopiesChapter> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "CopiesSection")
    class CopiesSection {
        public int ID; // "ID"
        public String TID; // "文本名字"
        public String Name; // "关卡名字"
        public String Icon; // "图标"
        public int NumbeLimit; // "每日攻击次数限制"
        public int Gold; // "获得金币"
        public int Elixir; // "获得油"
        public String Infall1; // "掉落1"
        public String Infall2; // "掉落2"
        public String Infall3; // "掉落3"
        public int OpentheGateID; // "开启关卡ID"
        public String LevelDescription; // "关卡说明"
        public String Info; // "说明"
        public int GID; // "所属章节ID"
        public String MapData; // "地图"
        public int CoordinateX; // "关卡坐标X"
        public int CoordinateY; // "关卡坐标Y"
        public String ObtainIcon; // "关卡掉落图标"
    }

    @B2Class(type = DATA, sheetName="copies_section", sheetType = SHEET, remark = "CopiesSections")
    class CopiesSections {
        public List<CopiesSection> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "NewbieGuide")
    class NewbieGuide {
        public int ID; // "ID"
        public String TID; // "文字ID"
        public int HeadIcon; // "对话图片"
        public int Action; // "是否对话"
        public int ActionData; // "任务作用ID"
        public int ActionCount; // "任务数目"
        public int Title; // "引导类型"
        public String BeiZhu1; // "任务说明1"
        public String BeiZhu2; // "任务说明2"
    }

    @B2Class(type = DATA, sheetName="newbie_guide", sheetType = SHEET, remark = "NewbieGuides")
    class NewbieGuides {
        public List<NewbieGuide> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Activity")
    class Activity {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public int Type; // "类型ID"
        public String Iocn; // "图标"
        public String Texts; // "说明"
        public String Resource; // "奖励资源类型"
        public int Cost; // "奖励资源数目"
        public String StartTime; // "活动开启时间"
        public String ClosetTime; // "活动结束时间"
        public String Qudao; // "渠道指定"
        public String Content; // "参数"
        public int Servertask; // "服务器指定"
        public boolean IsEveryDayRefresh; // "是否每日刷新"
    }

    @B2Class(type = DATA, sheetName="activity", sheetType = SHEET, remark = "Activitys")
    class Activitys {
        public List<Activity> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Global")
    class Global {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Nae_cn; // "说明"
        public int NumberValue; // "参数1"
        public boolean BooleanValue; // "参数2"
        public String TextValue; // "参数3"
        public int NumberArray; // "参数4"
        public String StringArray; // "参数5"
    }

    @B2Class(type = DATA, sheetName="globals", sheetType = SHEET, remark = "Globals")
    class Globals {
        public List<Global> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Hero")
    class Hero {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public int Gid; // "类型ID"
        public int CharactersId; // "兵种类型"
        public int StarLevel; // "星级"
        public int StarLevelID; // "星级ID"
        public String InfoTid; // "说明"
        public int Hitpoints; // "生命"
        public double HitpointsGrowth; // "生命成长"
        public int Damage; // "攻击力"
        public double DamageGrowth; // "攻击力成长"
        public int HeroSkills; // "初始技能"
        public String Icon; // "图标"
        public String BigIcon; // "大图标"
        public int StarLevelLimit; // "最高星级上限"
        public int SoldiersNumber; // "士兵数"
        public int Exp; // "吞嚼获取经验"
    }

    @B2Class(type = DATA, sheetName="hero", sheetType = SHEET, remark = "Heros")
    class Heros {
        public List<Hero> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "HeroLevel")
    class HeroLevel {
        public int ID; // "ID"
        public int starLv; // "星级"
        public int LV; // "等级"
        public int Exp; // "升级经验"
    }

    @B2Class(type = DATA, sheetName="hero_level", sheetType = SHEET, remark = "HeroLevels")
    class HeroLevels {
        public List<HeroLevel> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "HeroSkill")
    class HeroSkill {
        public int ID; // "ID"
        public String Name; // "名字"
        public String TID; // "文字ID"
        public String InfoTID; // "说明文字"
        public int Gid; // "类型ID"
        public int Lv; // "技能等级"
        public int SkillType; // "技能类型"
        public int InitializationTimeS; // "初始化时间"
        public int CDTimeS; // "CD时间"
        public int LimitNumber; // "同场战斗使用次数限制"
        public double Damage; // "攻击力"
        public int NumberOfHits; // "攻击脉冲次数"
        public int TimeBetweenHitsMS; // "攻击脉冲间隔"
        public int FunctionObject; // "释放对象"
        public int DamageRadius; // "伤害波及范围"
        public String AttackEffect; // "攻击音效"
        public boolean AirTargets; // "对空攻击"
        public boolean GroundTargets; // "对地攻击"
        public int HPAddition; // "生命加成"
        public int DamageAddition; // "攻击加成"
        public int PhysicalRecoveryAddition; // "物理免伤百分比"
        public int MagicRecoveryAddition; // "魔法免伤百分比"
        public int SpeedAddition; // "移动速度增加"
        public int AttackSpeedAddition; // "攻速增加"
        public int DamageBackAddition; // "伤害反弹"
        public int SuckBloodAddition; // "吸血百分比"
        public int SkillTimeMS; // "脱离技能失效时间"
        public String Icon; // "图标"
        public int IconLV; // "品质"
        public int AttackType; // "攻击类型"
        public boolean BuildingsTargets; // "对建筑有效"
        public boolean CharactersTargets; // "对士兵有效"
    }

    @B2Class(type = DATA, sheetName="hero_skill", sheetType = SHEET, remark = "HeroSkills")
    class HeroSkills {
        public List<HeroSkill> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "SkillBox")
    class SkillBox {
        public int ID; // "ID"
        public String Name; // "名字"
        public int Wid; // "技能ID"
        public int Probability; // "概率"
        public int Gid; // "类型ID"
    }

    @B2Class(type = DATA, sheetName="skill_box", sheetType = SHEET, remark = "SkillBoxs")
    class SkillBoxs {
        public List<SkillBox> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "HeroBox")
    class HeroBox {
        public int ID; // "ID"
        public String Name; // "名字"
        public int Wid; // "英雄ID"
        public int Lv; // "英雄等级"
        public int Probability; // "概率"
        public int Gid; // "类型ID"
    }

    @B2Class(type = DATA, sheetName="hero_box", sheetType = SHEET, remark = "HeroBoxs")
    class HeroBoxs {
        public List<HeroBox> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "SectionBox")
    class SectionBox {
        public int ID; // "ID"
        public String Name; // "名字"
        public int Wid; // "英雄ID"
        public int Lv; // "英雄等级"
        public int Probability; // "概率"
        public int Gid; // "类型ID"
    }

    @B2Class(type = DATA, sheetName="section_box", sheetType = SHEET, remark = "SectionBoxs")
    class SectionBoxs {
        public List<SectionBox> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Channel")
    class Channel {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Uuid; // "UID"
        public String Url; // "下载地址"
    }

    @B2Class(type = DATA, sheetName="channel", sheetType = SHEET, remark = "Channels")
    class Channels {
        public List<Channel> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "StarLevel")
    class StarLevel {
        public int ID; // "ID"
        public String Name; // "名字"
        public int levelUpperLimit; // "等级上限"
        public String EvolutionConditions; // "进化条件"
        public int StarExperience; // "吞嚼经验参数"
        public int SubStarLevel; // "精英类型"
        public int ConditionsCardType; // "进阶条件卡类型"
        public int ConditionsCardStarID; // "进阶条件卡星级ID"
    }

    @B2Class(type = DATA, sheetName="star_levels", sheetType = SHEET, remark = "StarLevels")
    class StarLevels {
        public List<StarLevel> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Practice")
    class Practice {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public int Quality; // "品质"
        public int GetAttribute; // "获得属性"
        public int TrainingPoint; // "消耗修炼点"
        public int Probability; // "刷出概率"
        public int Gid; // "类型ID"
    }

    @B2Class(type = DATA, sheetName="practice", sheetType = SHEET, remark = "Practices")
    class Practices {
        public List<Practice> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "ArenaReward")
    class ArenaReward {
        public int ID; // "ID"
        public String Name; // "名字"
        public int Upper; // "名次下限"
        public int Lower; // "名次上限"
        public String Tid; // "文字ID"
        public int Quality; // "每小时奖励修炼点"
        public int Gold; // "每天奖励金币"
        public int Elixir; // "每天奖励油"
        public int Prop; // "每天奖励道具"
    }

    @B2Class(type = DATA, sheetName="arena_reward", sheetType = SHEET, remark = "ArenaRewards")
    class ArenaRewards {
        public List<ArenaReward> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "ArenaLevel")
    class ArenaLevel {
        public int ID; // "ID"
        public int Lv; // "竞技场等级"
        public int MinExp; // "经验下限"
        public int MaxExp; // "经验上限"
    }

    @B2Class(type = DATA, sheetName="arena_level", sheetType = SHEET, remark = "ArenaLevels")
    class ArenaLevels {
        public List<ArenaLevel> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Prop")
    class Prop {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public int Type; // "类型"
        public int ConditionsBuy; // "购买条件"
        public int Limit; // "购买数目限制"
        public int Price; // "价格"
        public int SpecialOffer; // "特价"
        public String Items; // "获得内容"
        public int ConditionsUse; // "使用条件"
        public boolean InShops; // "是否上架"
        public String InfoTID; // "说明文字"
        public String Icon; // "图标"
        public boolean ParcelUse; // "是否可直接使用"
    }

    @B2Class(type = DATA, sheetName="prop", sheetType = SHEET, remark = "Props")
    class Props {
        public List<Prop> datas;
    }


    @B2Class(type = DATA, sheetType = SHEET_ROW, remark = "Vip")
    class Vip {
        public int ID; // "ID"
        public String Name; // "名字"
        public String Tid; // "文字ID"
        public int RechargeDiamondNumber; // "充值钻石需求"
        public int CopiesIncomePlus; // "副本获得资源加成"
        public int DekaronNumberlimit; // "竞技场战斗次数上限"
        public int RefreshCopies; // "副本重置数"
        public int Strengthlimit; // "体力上限"
        public int StrengthDruglimit; // "每日可吃体力丹数"
        public String InfoTID; // "说明文字"
    }

    @B2Class(type = DATA, sheetName="vips", sheetType = SHEET, remark = "Vips")
    class Vips {
        public List<Vip> datas;
    }

}
